This will help reduce the amount of throttling that will happen, IF the bottleneck of your game is physics. The physics replication itself won’t be effected.
Will the Fixed option allow us to keep it at 60hz? I think that games that have a lot of moving parts, like mobs, would profit from this due to it not needing to have precise physics simulations.
Can you 1. restart Studio, 2. Check the beta feature option and see that if this isn’t showing?
Pegging simulation at 60hz will not be an option. The engine will automatically assign 60hz to certain parts only when considered safe.
OK, well… this is probably not supposed to happen… O_o
I had a massive lagspike that froze me for 6 seconds after unanchoring the aircraft and a lot of lagspikes aswell, after a while i even sank right through the ground!
Sorry if I am asking too many questions but I am just curious, what is the reason that there won’t be an option to keep it at 60hz? I also believe this option would benefit games with a lot of players, since usually games use R15 which is made out of 15 parts and with the max player count going up to 700 now if a server is full that would be 10,500 parts using 240hz physics simulations.
Edit:
After reading the thread again, this time slower I understood how humanoids will be handled. Very nice.
Nope! Looks strange for sure. Can you send me a repro of the problem?
Not at all, it just means that more calculations are performed, making the simulation more accurate.
If I enabled this, would this improve performance of a large amount of parts moving on conveyor belts (Anchored parts with AssemblyLinearVelocity set). I’m wondering because almost the only things that have physics in my game are player characters and ores on conveyors. Would this new update help in this case?
Its difficult to send a repro, the plane has around 10.000 parts inside of it and a lot of scripts are tied to the game mechanics, i’d have to send over the whole game as a repro in my case.
I cant really set up a repro for this but it surely does happen every time i try it.
What should i do to help you out?
Gotcha, if you can DM me the PlaceID of the game, that would also help.
Possibly. If you would like to test it out, you can DM me and I’ll see if we can do some testing.
So we can change the Hz When we want?
That’s not what this means. Physics run at a frame rate independent of the frame rate. This is to allow physics to be simulated more accurately. For example when the physics rate is 240fps, that means that while your monitor will only display one new frame every 1/60th of a second, physics will have calculated 4 new frames in that timespan. These frames are only for physics and have nothing to do with code loops or the games refresh rate.
I’m curious how you determine if a part is safe to be assigned 60hz. Are you able to provide a brief explanation of how that will happen? Thanks.
I do not see this setting even after restarting Studio.
Restarted multiple times, beta feature is enabled.
Would it be feasible to allow us to completely disable physics simulation altogether? I know this sounds really stupid, but my game literally uses zero physics. By that, I mean that absolutely every single part in my world is anchored, everything. Yet the physics simulation still seems to take up non-zero time (when viewed with the microprofiler).
This adaptive property will be excellent for me because I am absolutely certain the engine will happily run my game’s physics at 60hz, so 4x cheaper. But in theory the savings could be pushed even further with no physics at all :P.
For perspective on how “unphysicsy” my game is, every part that I wish to move in the game has their CFrames set using the WorldRoot:BulkMoveTo method, which if I understood correctly, has some side effects of breaking physics interactions (or something along those lines). WorldRoot | Documentation - Roblox Creator Hub
I remember that Natual Disaster Survival tested out 100 player servers once. But the physics were being solved wayy to slow which caused everything to be kind of stiff and boring. Meteors would despawn before they even reached the ground.
I hope this will make 100 player NDS possible. @Stickmasterluke
Try disabling the beta feature, restarting studio, enabling it and restarting studio again. that worked for me.